IxskullzxI wrote: »Armitas, what light armor buff are you talking about? I didn't remember seeing anything about that.
The block nerf is horrible. 1.6 was a big enough strain on DKs as is. The ability to perma-block, making the old Light armor DKs into Heavy armor magic DKs(Actually a pleasant change IMO, as being in heavy armor made more sense for the imagery of the class) is now in risk of becoming obsolete. Why? Why do this? Because people QQ they cannot burst a blocker down fast enough? What a joke.
And whips, they need a dmg buff. They are a melee skill like NB's surprise attack, yet they do a lot less damage for the same risk/reward... meanwhile surprise attack can be casted while cloaked beforehand. A DK cannot. So DK's whip require more risk, but for less reward, while the enemy can just out-heal through it with ease.
This is going to suck for me when it gets to the non-PTS version. I'm a stam DK, which in itself is hard enough with all their nerfing without adding to the *** pile-up that is what DK stats are becoming. I'm extremely concerned that they're trying to make DKs totally obsolete now, because all of these adjustments don't add up to a balanced and decent class. Very concerned with the direction ZOS is taking, and I'd really like it if they'd respond to our feedback in a way other than "suck it up and stop playing if you don't like it", which is the last thing I saw from them on the issue. I'm all for making a game more challenging but there's a difference between a challenge and an amputation, cutting off our legs is more what this feels like than putting 5kg bags of bricks on our backs, which is something I could live with.
This is going to suck for me when it gets to the non-PTS version. I'm a stam DK, which in itself is hard enough with all their nerfing without adding to the *** pile-up that is what DK stats are becoming. I'm extremely concerned that they're trying to make DKs totally obsolete now, because all of these adjustments don't add up to a balanced and decent class. Very concerned with the direction ZOS is taking, and I'd really like it if they'd respond to our feedback in a way other than "suck it up and stop playing if you don't like it", which is the last thing I saw from them on the issue. I'm all for making a game more challenging but there's a difference between a challenge and an amputation, cutting off our legs is more what this feels like than putting 5kg bags of bricks on our backs, which is something I could live with.
A brief history of the dragonKnight:
1. ESO launches with ridiculous skills and synergies. 8m talons and a cost reduction bug for batswarm. (Although there were more, e.g. Streak sorcs with batswarm). Enter players who exploited. Much QQ. Skills were mostly fixed.
2. Patches 1.2 through 1.5. The reign of the DK in light armor. Many 1vX videos from players like Sypher owning scrubs with a DK. Daily threads calling for nerfs. All us DK share a secret though: we don't actually do that much damage, and rely on players suiciding into banners, bats or reflective wings.
3. Patch 1.6 drops. Huge game changes. Wings nerfed, block nerfed, softcaps removed. The magicka DK in light armor is no longer viable as a solo roaming class. Existential weaknesses become more apparent (no magicka based gap closer and no escape tool). But that's ok. DK retool and enter the battlefield in heavy armor specced for magicka damage. Block continues as a mainstay against the enormous burst potential of nightblades and sorcs.
4. Patch 1.6 remains. Small changes even in light of huge disparities in potential power between stamina and magicka builds, between the available burst potential amongst classes.
5. Enter the steel tornado meta. A twelve meter, AoE execute. Backed by trains running 25k barriers. Players begin to recall patch 1.5 more fondly. They realize that perhaps all the DK crying wasn't that big of a deal in light of the current meta.
5. Patch 1.7 drops to PTS. No stamina regen while blocking, blanket damage, healing, and shield nerf. Death of the magicka DK unless changes are made. Here's why: double nerfs to inhale, gdb heals for 16% (lol), dots at half strength, no blocking, igneous at 16% of hp damage shield, whip hits like a noodle, no gap closer or mobility, no escape, and no burst outside of dropping ultimate.
I'll post more extensive breakdown later.
Joy_Division wrote: »
There is much truth to this.
To me, what best illustrates the career of the DK is the streamer Sypher. This guy was practically synonymous with DKs. He played on his own and established quite a reputation for effective play. Throughout the entire 1.6 patch, I only ever seen him once on his DC (that's right newish players, he was a orginally a smurf, not a banana), lying dead next to King Richard by a breach at Castle Faregyl. I have, however, bumped into his NB on many occasions and recently have been coming across his sorcerer quite a bit.
His latest upload, which is supposed to spotlight a DK taking on a "zerg," is, intended or not, a sobering commentary on the frustrations of trying to play a DK solo: "I have to move away from the situation ... I can't do that ... I can camp a little bit ... didn't really kill anyone there ... solo, you're just going to be doing this [running away in mist form] ... doing a great job stalling these guys, but that's just about it ... can I escape? ... Oh, I killed someone! [Excited voice after 3 minutes of constant combat] ... You can do that, you can stall them until [friendly zerg comes and kills the enemies."
Sad state of affairs actually.https://www.youtube.com/watch?v=g8Pvabq9Fso
ryanmjmcevoy_ESO wrote: »We all get that classes are meant to be different, and I don't think abyone is advocating for giving Temps and DKs a Bolt Escape, but mobility is HUGE, and that is especially true in the new Imperial City. Yes, Templars and DKs are more defensive and tankier, but there's the thing: as a Temp or DK in PvP, you have two options: win or die. The latter in the next update means DKs and Temps better be really good, or their gonna lose a lot of stones. Yeah, I can run away and cast reflect repeatedly, but I'm gonna run out of magika eventually, and those Sorcds or NBs are going to follow me with ease and kill me once I can't cast my defenses anymore. I HAVE to stand and fight. Sorcs and NBs with their mobility have the chance to preserve their earnings by escaping combat. Yes, they can run out of resources too, but tbh unless they were already engaged in a fight and thus low on resources, I rarely see Sorcs and NBs have much trouble getting away from a fight, especially against the lower mobility classes.
Yes, Temps and DKs may have better self heals, but those got nerf hammered with battle spirit (not complaining really), and GDB is almost useless in PvP on the PTS, while Sorcs are still getting 17k shields from Hardened Ward alone (was talking to a Sorc who killed me the other day about that). I'm not suggesting any solutions ot this issue, but the truth is that this mobility will make a huge differene in the collection of TV stones. The perma blocking days are ending, so a DK can't even just block and slowly walk to safely either.
vortexman11 wrote: »@Armitas
Thats exactly what my nord looks like when casting Harness Magicka
@HeroOfNone
Petrify gives immunity as soon as its casted now, so its no longer broken/exploitable/whateverpeoplecallit
I'll launch a video then next time folks exploit it. In one instance last night i'm locked in petrify and then wrecking blow hits a second later, laying on the ground with the petrify effect removing in another half a second. Can't be a 100% sure it's not lag, but it's annoying when it happens. The constant petrify lock down is trickier to do, never learned the exact timing secret, but it's something to do with when you cast on the break free animation of the enemy. I'll look for someone to assist on that.